Code
The Code Section focuses on logic and programmability. The goal of this track is to build a good understanding of the Spatial Experience SDK API. Starting with existing hooks like events, that can be used to trigger custom logic, ideas and principles of runtime behavior is then established, that directly utilizes elastic data . Finally, ways to extend the existing API are discussed.
Topics
This Section consists of 7 comprehensive implementation chapters:
Location vs. Time – Learn the foundational distinction between location-dependent spatial spawning and time-dependent gameplay logic inside Unity.
Scene Generation Events – Describes existing SDK event hooks used to trigger custom script logic based on pipeline compilation milestones.
Sensor Data – Describes how to retrieve live vehicle localization and physical sensor data at runtime.
Coordinate Systems – Deep-dives into geographic Pivot offsets, shifting floating origin vectors, and persistent double-precision coordinate structures.
Sample Map Nodes via Code – Covers accessing and sampling procedural map heights and mask data programmatically inside your C# update loops.
Advanced Graph Data Access – Covers custom worker mappers and querying advanced global outputs via script.
Custom Nodes – Explains how to extend the out-of-the-box sdk node libraries by constructing your own custom math or mapping nodes.